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Bubberstation/code/datums/mutations/fire_breath.dm
MrMelbert 7dde8a5e66 Adds 5 new Heretic spells. Rebalances some aspects of Heretics. Refactors some spells as well, and makes it so emote spells require free hands. (#71044)
## About The Pull Request

- Adds 5 new heretic spells!
- For Flesh: Flesh Surgery. This spell is a touch spell that can either
be used to heal your minions or extract organs from mobs.
- For Void: Cone of Cold. This is a simple spell - it shoots out a cone,
of cold, that freezes and damages people caught in it.
- For Ash: Volcano Blast. This spell functions like Tesla Blast, but
instead of electricity, it shoots out of a beam of fire that hurts to
walk over.
- For Blade: Realignment. Think of this like "Fleshmend but for stuns /
stamcrit". It rapidly regenerates stamina damage and reduces stuns,
while making you a pacifist. It can also be cast in rapid succession,
but this will increase the cooldown.
- For Rust: Rust Construction. Point at a rusted tile, and a wall will
be raised where it was instantly. This even damages people and throws
them aside - Or, if on a multi-z map, can lift up.

- Number of influences has increased.
  - 5 at 1 heretic
  - 9 at 2 
  - 12 at 3
  - 14 at 4
  - 15 at 5
  - 16 at 6, and so on

- Heretics are given a 5th sacrifice target, selected randomly. On
average an additional sacrifice is needed for their objectives.

- Being sacrificed grants you a permanent phobia of the supernatural.
Phobia of the supernatural has been expanded to cover heretic items and
mobs.

- The equation for offhand damage of blade heretics was tweaked. Actual
result unchanged, it's just more resilient to future changes now.

- Touch spells were refactored a bit, and overall expanded to be easier
to use

- Charged spells were added, and charged beam spells. Tesla blast uses
this.

- Cone spells were refactored to be easier to setup.

- Jaunting will now hide your runechat when it triggers, to make it less
easy to follow.

- Heretic Ghouls now take less stamina damage based on how low their
health pool is.

- Emote based spells now require hands to be unblocked to be cast, like
mime spells.
- Yes this gets rid of handcuffed invisible walls... Not 100% on this,
but I figured it's good for consistency? Open to discussion

## Why It's Good For The Game

A lotta feedback has passed through about heretic and it's time to
address some of it

- Problem: Not enough cool flash spells. Makes Focus not worth it. 
   - Solution: Adds some more spells to encourage focus use. 

- Problem: Sacrifice targets being too willing or not harmed enough
   - Solution: A permanent trauma. 

- Problem: Not enough ways to power up.
- Solution: Adding more influences around, though I think there should
be more variety in knowledge rituals as well.

- Problem: Ash Passage sucks
   - Solution: Makes it a smidge better to stay hidden with it.

- Problem: Heretic Ghouls get one hit by batons
- Solution: Stamina modifier should put them on par with unmodified
humans.

## Changelog

🆑 Melbert
add: Added five new heretic spells, one for each path. They come after
the Ritual of Knowledge.
add: Cone of Cold, for Void heretics. Shoots out a freezing chill in a
cone which deal damage and freezes.
add: Flesh Surgery for Flesh heretics. A touch spell which can either
heal minions or be used on mobs to extract organs without surgery.
add: Volcano Blast for Ash heretics. A beam spell, like Tesla Blast,
which fires out a beam of fire that bounces between people.
add: Realignment for Blade heretics. Fleshmend, but for stuns and
stamina damage. Makes you a pacifist, but rapidly regenerates stamina.
add: Rust Construction for Rust heretics. Places a wall of rust on the
target rusted flooring. Can even be used to ascend z-levels!
balance: Nerfed the cooldown of Cleave slightly, buffed the cooldown of
Lesser Cleave slightly.
balance: Slightly more influences will spawn on the station per heretic.
balance: Heretics require an additional sacrifice on average for
ascension, but are given a fifth sacrifice target (randomly selected).
balance: Being sacrificed by a heretic now gives you a permanent phobia
of spooky things, including heretic mobs and items.
balance: Heretic ghouls now take reduced stamina damage, depending on
how small their health pool is.
balance: Using Jaunts will conceal your runechat for their duration. 
balance: Spells which require emoting (Mime spells) require your hands
not be blocked to use.
refactor: Touch Spells were improved a bit. Added some new template
spells - Charged spells, and Charged beam spells.
fix: Fixes a runtime from losing heretic.
/🆑
2022-11-21 21:30:46 -08:00

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/datum/mutation/human/firebreath
name = "Fire Breath"
desc = "An ancient mutation that gives lizards breath of fire."
quality = POSITIVE
difficulty = 12
locked = TRUE
text_gain_indication = "<span class='notice'>Your throat is burning!</span>"
text_lose_indication = "<span class='notice'>Your throat is cooling down.</span>"
power_path = /datum/action/cooldown/spell/cone/staggered/fire_breath
instability = 30
energy_coeff = 1
power_coeff = 1
/datum/mutation/human/firebreath/modify()
. = ..()
var/datum/action/cooldown/spell/cone/staggered/fire_breath/to_modify = .
if(!istype(to_modify)) // null or invalid
return
if(GET_MUTATION_POWER(src) <= 1) // we only care about power from here on
to_modify.cone_levels = initial(to_modify.cone_levels) //resets to default if no power chromosome
to_modify.self_throw_range = initial(to_modify.self_throw_range)
return
to_modify.cone_levels += 2 // Cone fwooshes further, and...
to_modify.self_throw_range += 1 // the breath throws the user back more
/datum/action/cooldown/spell/cone/staggered/fire_breath
name = "Fire Breath"
desc = "You breathe a cone of fire directly in front of you."
button_icon_state = "fireball0"
sound = 'sound/magic/demon_dies.ogg' //horrifying lizard noises
school = SCHOOL_EVOCATION
cooldown_time = 40 SECONDS
invocation_type = INVOCATION_NONE
spell_requirements = NONE
antimagic_flags = NONE
cone_levels = 3
respect_density = TRUE
/// The range our user is thrown backwards after casting the spell
var/self_throw_range = 1
/datum/action/cooldown/spell/cone/staggered/fire_breath/before_cast(atom/cast_on)
. = ..()
if(. & SPELL_CANCEL_CAST)
return
if(!iscarbon(cast_on))
return
var/mob/living/carbon/our_lizard = cast_on
if(!our_lizard.is_mouth_covered())
return
our_lizard.adjust_fire_stacks(cone_levels)
our_lizard.ignite_mob()
to_chat(our_lizard, span_warning("Something in front of your mouth catches fire!"))
/datum/action/cooldown/spell/cone/staggered/fire_breath/after_cast(atom/cast_on)
. = ..()
if(!isliving(cast_on))
return
var/mob/living/living_cast_on = cast_on
// When casting, throw the caster backwards a few tiles.
var/original_dir = living_cast_on.dir
living_cast_on.throw_at(
get_edge_target_turf(living_cast_on, turn(living_cast_on.dir, 180)),
range = self_throw_range,
speed = 2,
gentle = TRUE,
)
// Try to set us to our original direction after, so we don't end up backwards.
living_cast_on.setDir(original_dir)
/datum/action/cooldown/spell/cone/staggered/fire_breath/calculate_cone_shape(current_level)
// This makes the cone shoot out into a 3 wide column of flames no matter the distance
return 3
/datum/action/cooldown/spell/cone/staggered/fire_breath/do_turf_cone_effect(turf/target_turf, atom/caster, level)
// Further turfs experience less exposed_temperature and exposed_volume
new /obj/effect/hotspot(target_turf) // for style
target_turf.hotspot_expose(max(500, 900 - (100 * level)), max(50, 200 - (50 * level)), 1)
/datum/action/cooldown/spell/cone/staggered/fire_breath/do_mob_cone_effect(mob/living/target_mob, atom/caster, level)
// Further out targets take less immediate burn damage and get less fire stacks.
// The actual burn damage application is not blocked by fireproofing, like space dragons.
target_mob.apply_damage(max(10, 40 - (5 * level)), BURN, spread_damage = TRUE)
target_mob.adjust_fire_stacks(max(2, 5 - level))
target_mob.ignite_mob()
/datum/action/cooldown/spell/cone/staggered/firebreath/do_obj_cone_effect(obj/target_obj, atom/caster, level)
// Further out objects experience less exposed_temperature and exposed_volume
target_obj.fire_act(max(500, 900 - (100 * level)), max(50, 200 - (50 * level)))